Engagement in in-game questionnaires - Perspectives from users and experts

Research output: Chapter in Book/Report/Conference proceedingConference paperpeer-review

Abstract

Questionnaires are important instruments to gather information from people in a wide range of application scenarios, such as analyzing the responses for evaluations, collecting preferences, or retrieving self-estimations in learning settings. However, based on the setting and design of a questionnaire participating can be boring or frustrating and consequently have a negative impact on results or disengage users. Literature reports negative findings in immersive simulations and learning games, where assessment and questionnaires are provided outside the learning experience. In this paper, we introduce an approach to integrate questionnaires into a game environment. Thereby, we want to provide learners with an engaging way to answer questions. To encourage them in participating, they receive rewards for completing questions. We performed two evaluations, an A/B study with 22 participants and an evaluation with 14 experts in subject-related fields. We could show that learners are more engaged in the in-game questionnaire and integrated questions make them more likely to respond. We could also identify strategies to obtain more reliable responses such as asking questions right after a task or including gamification elements. Findings can contribute to design more engaging applications or learning environments where evaluation and feedback have significance for both educators and learners.
Original languageEnglish
Title of host publicationProceedings of 2021 7th International Conference of the Immersive Learning Research Network, iLRN 2021
Number of pages7
DOIs
Publication statusPublished - 17 May 2021
Event7th International Conference of the Immersive Learning Research Network: iLRN 2021 - Virtual, United States
Duration: 17 May 202110 Jun 2021

Conference

Conference7th International Conference of the Immersive Learning Research Network
Abbreviated title iLRN 2021
Country/TerritoryUnited States
CityVirtual
Period17/05/2110/06/21

Keywords

  • Game-Based Learning
  • Gamification
  • In-Game Survey
  • game-based learning
  • gamification
  • in-game survey

ASJC Scopus subject areas

  • Education
  • Arts and Humanities (miscellaneous)
  • Human-Computer Interaction
  • Media Technology

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